Gotcha Lord Sullivan! I just used Carottes to convert all my override models into binaries, and about 30 from the 4000+ files couldn't be turned by the compiler (actually it is merely a front-end, a GUI for Torlack's thingie). I did notice the freeze was shorter, but since most of my creatures are in haks, I'm thinking it will take way longer to turn everything into binaries, and test thoroughly to gain any significant data!
On the other hand, Jez, you're right, the 200 megs were merely model files, the other 900 are a mix of dds, tga, 2da, ptl, etc files. However, the Hak Vs Override issue is something I've discussed with lot's of community members; opinions are quite divided on what is best for performance. Back when I had about 800 megs in override, I was concerned about such, but Cervantes told me he had well over 1 gig, and the game ran silky smooth. So, seeing as most custom modules use haks, I decided to divide my resources; I have 1.18 gigs in override and 852 megs in haks. This haks are at the top of ALL my modules; I go as far as to change about 50% of a module in order to work with my haks.
Also, I had heard having too many haks on a module was counterproductive; perhaps you could clarify this for me?
The DDS matter interests me. I use tga's mostly because I can see them as thumbnails easily in the explorer, without opening an image editor or viewer (yes, I do A LOT of texture editing too... I have no life...), and recently, I get full-size previews of tga's merely by placing the mouse pointer over the file. I am willing to turn them into dds, but there are two issues: First, I don't know what software may do that, and second, Would it really make a difference performance-wise?
Last, but not least, in addition to the thread's main topic about ASCII and Binaries, maybe we could resolve, once and for all, which is best: Hak Vs. Override. I've gone for the "50/50" approach, but what do you guys think?
Modifié par Jedijax, 20 novembre 2010 - 09:46 .